Bingo Jed, thanks! That's exactly what I was thinking :) Now I can add rim lights to my heart's content without needing stationary lights! Setting something up now - sphere radius driven by light source radius, color hookup, etc. Spotlights are using a single sided disc primative. Capsule lights can even be supported,…
The things I really like about OKC are the customized profiling: you get to answer questions and pick which answers you are interested in as well as how important the particular question is to you. And the oktrends blogs on the statistical analysis of differing things across their user base. From one of those: if you want…
Yes that's correct @Obscura I would only need 1 tiling value for all these as we could just keep texel density consistent (to decent degree) for the UV (An atlas is what I take as an array of textures on one sheet from uniquely UVd meshes merely combined but sure this is also a kind of atlas, Photoshop term I guess > Color…
How functional do the in engine VFX need to be. As in, would a projectile need to be homing like it would in the game, given that the spheres don't move. Only because I'm thinking of importing an alembic file into Unreal to animate a projectile, but obviously that would only work if everything was static and the positions…
I'm having a seriously hard time trying to iterate on the skin weights for my ward, If I want to make changes I have to close DOTA and reopen it and then set up a new submission all over again to check out the new weights. Every time I just update the FBX it totally ignores any changes I've made and treats it like the very…
From what I understand of Lightmass, all shadows are baked. However the "dynamic" appearance of the world shadows on the dynamic objects is achieved by projecting the static lightmaps of direct lights into the dynamic light environment of those objects. So while it's not a true dynamic shadow in the traditional sense, the…
From what I understand, Ptex creates a texure for each face in the mesh. That's an insane amout of texture lookups per mesh. It makes sence for high poly Z-brush / Mudbox meshes to be textured this way. But ultimatly the low poly mesh has to have as few UV sets and unique textures as posible. http://ptex.us/overview.html…
uhm.. it is more expensive if you need a whole another texture lookup. well you could store the emissive map as black and white in the alpha channel and use it as a mask instead and just mask out the diffuse map in the shader/material.. if the diffuse map has the right colors... which might be what you suggested. then we…
Well most people i know dont feel that there tech savy enough to keep up with the Pc demands. So a scaled down version that plays steam games is pretty ace if it works. Also multi player support on the one console would be a hell of a selling point ;0 At any rate a small prefab pc with easy hookup is always good. I'd…
I made a shader in Shader Forge in Unity, and I'm trying to replicate it using Shader FX in 3ds Max 2015. This is to help me (and an outsource team) to create content that works well with our shader. I have everything working great, except for the vertex shader part, which applies a wind effect to vertices with blue vertex…